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Is 5 the limit for guard reputation? I had 11 at some point but after fighting a single fight it reset to 5.
Mine seems to be stuck at 5 as well.
i'm so angry that i assumed that meant 6 mechs
Is there any intention to allow the brigade to deploy more mechs, even if only for certain missions? Upgrading to carry 12 mechs seems like a mistake, given the huge penalties to overworld speed, if the upgrade is just to carry two full spare teams.
That said, four mechs does work very well for every mission I've seen (will see about the capitol ;) )
Knowing this it seem like I've seen absolutely everything the game has to offer only after about 10-15 hours of gameplay... Extremely disapointing.
I initially thought expanding the base to hold more than 4 mechs wasnt worth it, but after maxing it out I'm loving making a wild variety of experimental builds and having each weapon type ready.
There's a few times when having an undamaged walker ready is a lifesaver. Quite often you can get caught out by having a patrol hit you just after a large battle. So having backup walkers/pilots is EXTREMELY handy to have.
Sure you can just concentrate on just having the four walkers equipped to the max, but the easier runs with them is offset by the risk of getting jumped and you having the battle with already damaged walkers and stressed pilots.
Like ripping off more of your boat hull to make a larger bucket to bail the additional water leaking in.
Indeed, having 2 teams will bog down the base due to a lot of weight, but that does mean you essentially fight a division with a company instead of a squad, so you have a reserve team ready to strike while the iron is white hot (and suspend repairs when it's time to overdrive out of dodge).
It can be offset by building the base with more investment to Cruise Speed and base items like Smokescreens and Comm Jammers when what you want is goading the enemy to fight you and out-attrition them. Max Escalation attracts higher rarity parts, so while it's not exactly recommended doing so for your first province post-tutorial, you might come out of the brawl with a better kitted squad if you comprehend the mechanics as you go.
If you want to fight a lot and get the grind more quickly, build the base to having 2 full teams and use Smokescreen (or order a retreat if you are not there to cap a province).
I think it's a.) to leave it open for larger squad size later or with mods and b.) to let you control the gameplay mechanics. The tech tree is mostly +1 to one thing -0.5 to another. Like increased speed but greater enemy detection. Granted scarcity isn't really a thing. But if you wanted to forego all the research for faster repair speed and cycle mechs instead, you can do that.